Abstract [en]

The objective of the study was to investigate how the immersion inthe virtual world influence the player during the game and afterward. In thisstudy 42 frequent video games players between 15 and 21 years old wereinterviewed. Participants were divided in two groups according to their age. Ingeneral no significant difference was found among participants of differentage. Immersion and change of mood states were found. Playing video games showedbenefits in the players’ lives and their cognitive skills, but also conflictsand bizarre experiences were reported by the players. Giving place to what Ihave called The GameTransfer Phenomenon (GTP), which occurs when video games’ elementsare associated with real life elements hence triggering thoughts, sensationsand behaviors in video game players, was reported by most players in differentways and intensities. The players’ experiences were classified as intentionalor automatic experiences. The analysis by type of the narrations shows howyouth integrated video games in their daily life. They used video games fordaydreaming and as a medium for interacting with others, but also video gamesmemories have been experienced by the players as intrusive thoughts,sensations, impulses, reflexes, optical illusions and in some cases evenresulted in automatic behaviors and dissociations. Also, aggression, violence,perception of the world as a dangerous place, desensitization to violence andrisk behavior were found in the analysis of the narrations’ contents.